Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by awplays49 · Feb 15, 2015 at 05:30 AM · meshfbxmeshcollider

*Unresolved* Mesh file inside fbx does not inherit transform

Hi i need to have a mesh collider on my player and it needs to be something more low poly so i made a low poly mesh for collision and it would work if the mesh file in the fbx file was the same as the fbx mesh. what i mean is when you open an fbx file in unity assets, you see an avatar and a mesh item. the mesh preview is not the same as the preview shown when the fbx is selected, and the fbx is the right one. the mesh is the wrong one. How can i make it so that my player collides with the fbx mesh? because when i drag the fbx in as a whole and child it to the player, the collider doesnt seem to work on the player.

alt text

alt text

screenshot-252.png (161.9 kB)
screenshot-251.png (177.8 kB)
Comment
Add comment · Show 9
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image awplays49 · Feb 15, 2015 at 05:33 AM 0
Share

@InvincibleCat I could use some guidance please

avatar image incorrect · Feb 15, 2015 at 05:54 AM 0
Share

$$anonymous$$ake some screenshots, please, because you can not describe what's the problem.

avatar image awplays49 · Feb 15, 2015 at 01:39 PM 0
Share

Sorry, I can only stay up at night so long. Give me a few to get up. @incorrect

avatar image awplays49 · Feb 15, 2015 at 01:49 PM 0
Share

@incorrect theyre up.

avatar image awplays49 · Feb 15, 2015 at 02:39 PM 0
Share

@$$anonymous$$mmpies how come this mesh file isn't the same as the fbx and how do i make it the same?

Show more comments

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by DP90 · Feb 15, 2015 at 04:15 PM

The reason the fbx and the mesh inside the fbx have different previews is maybe because you forgot to "apply" the scale before exporting. In Blender, for example, it would be "Ctrl A". The mesh is a "cube" judging from the naming, but you probably scaled it into a pancake shape and added a smoothing modifier. Always remember to apply before exporting.

I'd try Schneider21's solution for your collider needs.

Comment
Add comment · Show 6 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image awplays49 · Feb 16, 2015 at 02:08 PM 0
Share

Thanks for the tip, im sure thats what i did. i just want something more low poly than a capsule and higher than a box, so i can walk up stairs but not fly down terrain when going downhill.

avatar image DP90 · Feb 16, 2015 at 02:14 PM 0
Share

You really don't need colliders on your legs to be able to stand. A single "box" or "capsule" collider that envelopes your whole character would take care of all your needs, unless you are planning on knowing exactly where a bullet hit you, like the leg collider or the head collider. This is only my opinion of course.

avatar image awplays49 · Feb 16, 2015 at 02:31 PM 0
Share

no i know i was planning on making a low poly… capsule type thing.

avatar image awplays49 · Feb 16, 2015 at 02:32 PM 0
Share

its a cube i subdivided twice, scaled 2 on x, 4 on y, and 1.5 on z.

avatar image DP90 · Feb 16, 2015 at 02:33 PM 0
Share

All right, good luck then. Let me know if I can help.

Show more comments
avatar image
0

Answer by Schneider21 · Feb 15, 2015 at 06:16 AM

If your character is animated and using a SkinnedMeshRenderer instead of a MeshRenderer, you won't be able to use the MeshCollider. Instead, you could create primitive colliders (box, sphere, capsule) attached to the bones of your armature where you need collisions.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image awplays49 · Feb 15, 2015 at 02:02 PM 0
Share

It doesnt have any mesh because i parented the bones to the whole mesh. therefore there is no mesh on the player, and thats why i need to make one. Im just making it more low-poly.

avatar image Schneider21 · Feb 15, 2015 at 02:54 PM 0
Share

Firstly, you shouldn't parent bones to the mesh. Bones in Unity are just a series of transforms. As you move the transforms, the Skinned$$anonymous$$eshRenderer component tells the vertices of the mesh how to deform according to the weight assigned to them when you skinned your mesh.

Second, are you scaling your mesh using the Inspector? If you're scaling one element but not another, you may have issues with things staying in line. Ideally your mesh would be built at the scale you needed it.

avatar image awplays49 · Feb 16, 2015 at 02:09 PM 0
Share

thats how you do it in blender.

avatar image awplays49 · Feb 16, 2015 at 02:09 PM 0
Share

is by parenting bones to the mesh

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

23 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Create Transform to part of mesh? 0 Answers

Find number of Meshes from FBX in Editor Script 0 Answers

Mesh filters missing their meshes when project cloned from bitbucket 2 Answers

Collision mesh data problem in Unity WebPlayer 2 Answers

Pointcast? - Raycast Point X from same Point X 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges